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I'd suggest mid campaign is about the point of realm divide which for me at least since I play the front end of campaigns slow and the backend very fast is somewhere around 1565 or 1570, so maybe 80 turns or thereabouts gets you mid way (at least for me).
That would make late campaign 125-140 or so.
P.S. This thing you kids have of posting a question in the subject and saying above, or more commonly title, it's stupid.
Personally, I don't think of "late game" in terms of turn count at all, but by clan development, infrastructure and whether or not I'm in Realm Divide, or decide to initiate RD.
I've had games where I found myself going for Kyoto only in 1570 with the 1575 time limit looming.
But I've also had ones like a domination campaign that was won by 1584: 25 provinces in 110 turns versus 60+ provinces in 158 turns, so it can vary by a lot.
So I guess another way of putting is, there is "late game," as in game time, and then there is late game, as in chess or a game of snooker.
In this later sense, "late game" is when your plan is ready to come together, when you start the moves that are supposed to cinch the game.
And there is no "correct" or target time for that, so long as you win in the end.
Obviously, once you reach the time limit of the campaign, it's late and over :D
But some players are masters of blitzing late and only need 2-5 game years to wrap it all up, which means their late game is the point at which they have everything setup to do this blitz, and that point could be anywhere from around 1560 to 1575 for a short campaign.
So that translates into a lot of wiggle room.